Professional Documents
Culture Documents
Oracle of War Players Guide v13
Oracle of War Players Guide v13
Version 1.3
ORACLE OF WAR
Credits
D&D Staff-Head Dungeon Master Chris Lindsay
D&D Adventurers League Eberron Administrators Will Doyle, Shawn Merwin, Amy Lynn Dzura, LaTia
Bryant, Ma’at Crook
Effective Date
3 December 2019
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards
of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.
©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Not for resale. Permission granted to print and photocopy this document for personal use. 1
D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
Not for resale. Permission granted to print and photocopy this document for personal use. 2
D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
PART 1: CREATING AN ORACLE OF WAR CHARACTER
This document is a guide to creating and advancing a D&D character for play in the Oracle of War campaign, featuring the
EBERRON: RISING FROM THE LAST WAR campaign sourcebook and managed by the D&D Adventurers League.
campaign. All Eberron characters begin at 1st level,
OVERVIEW unless you possess campaign documentation that states
otherwise or further rules countermand this.
The Oracle of War campaign begins with the characters as
scavengers, adventurers who head into the highly
dangerous Mournland to locate and extract artifacts from STEP 1: CHOOSE A RACE AND CLASS
the remains of the ruined nation of Cyre. Based on those Oracle of War characters can choose race and class options
initial scavenging missions, the characters soon find from the Player’s Handbook, Xanathar’s Guide to
themselves embroiled in a world-spanning adventure that Everything, and the Eberron: Rising from the Last War
will take them from level 1 to 20. campaign sourcebook only (unless you possess campaign
This document details how to create an official Oracle of documentation providing additional options).
War character, presents rules for positioning the character You may select the Variant Human Traits option from
to best fit into the campaign, and describes extra campaign the Player’s Handbook.
elements that allow your group to create a unique home
base. STEP 2: DETERMINE ABILITY SCORES
Your Oracle of War character’s ability scores are generated
WHAT YOU NEED TO PLAY using one of the following methods:
To participate in the D&D Adventurers League Oracle of • Standard Array (15, 14, 13, 12, 10, 8)
War campaign, you’ll need access to at least the following:
• Variant: Customizing Ability Scores (PHB).
D&D Basic Rules. This document is free on the Wizards
of the Coast website and contains all the basic rules of the
game. STEP 3: DESCRIBE YOUR CHARACTER
A Character Sheet. You can use any character sheet Describe your character and choose a background.
meant for fifth edition D&D, including the use of D&D Background. Choose or create a background using the
Beyond, to keep track of your character. You can find some Player’s Handbook or the Eberron: Rising from the Last War
at D&D Adventurers League Resources. campaign sourcebook. You may also choose backgrounds
Logsheets are not used for this campaign. For more from this document (see “Backgrounds and Patrons”).
information on how that information is tracked, see “After These backgrounds are specifically tailored to fit into the
Your Adventure” below. storyline of the Oracle of War campaign.
Alignment. Oracle of War characters can be any non-
OPTIONAL ITEMS evil alignment (unless you possess campaign
documentation providing additional options).
These things aren’t necessary to play in D&D Adventurers
Deities. Your character can choose any deity listed in
League games but can be nice to have.
the Eberron: Rising from the Last War campaign
Player’s Handbook (PHB): For a more complete
sourcebook. Clerics must worship a single, specific deity
experience, we recommend you use a fifth edition D&D
or an Eberron-specific pantheon, but aren’t limited to the
Player’s Handbook.
domains recommended for their deity/pantheon. Other
Eberron: Rising from the Last War. Players can use
characters are not required to have a deity.
also the player options from Eberron: Rising from the Last
War.
Xanathar’s Guide to Everything. Players can use also STEP 4: CHOOSE EQUIPMENT
the player options and spells from Xanathar’s Guide to Your character’s class and background determine
Everything. equipment and gold; you don’t roll for starting wealth.
Trinkets. You start with a trinket from the table in
CHARACTER CREATION Chapter 5 of the Player’s Handbook or from the trinket
tables in Eberron: Rising from the Last War—choosing one
You’ll need an Eberron character made specifically for the or determining it randomly (your choice).
D&D Adventurers League Oracle of War campaign. Equipment. Your character can buy spell components
Characters from the Embers of the Last War campaign and equipment found in the Player’s Handbook or Eberron:
cannot be used, although they can be recreated Rising from the Last War campaign sourcebook.
starting at 1st level using the rules of the Oracle of War
Not for resale. Permission granted to print and photocopy this document for personal use. 3
D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
PART 2: D&D ADVENTURERS LEAGUE PLAY
To play an adventure in the Oracle of War campaign, your character must fall within the adventure’s level range. The adventures in the
campaign are meant to be played in order, and therefore they are optimized for the level that characters should be at the time when playing
them. However, instructions are given to the DM to allow any characters within an adventure’s tier to play that adventure. A character may not
play the same adventure more than once, although a player can use a different character to play an adventure they have already played.
• If the adventure provides consequences and resolutions for AFTER YOUR ADVENTURE
character death, use that guidance first.
• If the character has 750 gp in wealth, they must use that After you have completed an adventure, the DM will provide you
wealth to be raised. Other players at the table during the with an Adventure Record. This document summarizes your
adventure can share this cost at their discretion. play experience, provides rewards (wealth, magic items, etc.) for
• If a character does not have 750 gp, and no other players are the adventure, lists any legacy events that your character may
willing to contribute to reach that number, a character can still have received, and helps keep track of character progression.
be raised, though they receive no rewards (wealth, magic Choosing Rewards. Each Adventure Record (AR) contains a
items, etc.) for that adventure. The player may choose to have list of possible rewards. For most adventures, you receive
their character gain a level (or not) at their discretion. standard rewards based on what you did, and then you may
• A character that dies during an adventure should still receive choose one of the optional rewards for your character (unless
any legacy events that they earned, based on the discretion of otherwise noted). Optional rewards might include a permanent
the DM. If they declined the level, they cannot gain any benefits magic item, gold and other valuables, consumable items, or some
from legacy events that are provided when a level is gained. combination thereof. Once you make your selection, you cannot
change your decision.
The DM can remove reward choices from the AR if the party
failed to perform the tasks that would have earned that reward.
For example, if party failed to defeat the wizard wielding the staff
of magic missiles, the DM can cross that reward off the AR so that
it cannot be selected.
Downtime and Renown. Downtime and renown are not
tracked in the Oracle of War campaign. There are, however,
Not for resale. Permission granted to print and photocopy this document for personal use. 4
D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
chances to gain prestige, memberships, and other rewards and character advancement. You may not copy spells in other
through legacy events. ways unless you have campaign documentation that allows it.
CATCHING UP
A player at 4th, 10th, or 16th level can choose to gain a level at
any point in order to play in the next higher tier of adventures.
The character does not gain any other rewards or benefits; they
simply make a note on the last AR they received and gain an extra
level.
COPYING/SCRIBING SPELLS
Once per adventure that you gain a level, you can scribe one spell
into your spellbook, Book of Shadows, or ritual book at the
normal cost (you must have the Book of Ancient Secrets
invocation to add to your Book of Shadows). The spell chosen
must be from the PHB or another campaign-legal source. ARs
might also have special options in the rewards or legacy events
section that allow characters to scribe more spells. This is in
addition to other spells that you gain through normal leveling
Not for resale. Permission granted to print and photocopy this document for personal use. 5
D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
PART 3: BACKGROUNDS AND PATRONS
To best fit within the story presented in the Oracle of War campaign, characters can select one of the following backgrounds and/or
patrons. Players are not required to use these. Players can create their own backgrounds, as explained in the fifth edition Player’s
Handbook, or use one from approved sources. Patrons allow groups of characters a shared background which may add some
connections between character and story, within the Oracle of War campaign narrative.
Not for resale. Permission granted to print and photocopy this document for personal use. 6
D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
ENTREPRENEUR (GUILD MERCHANT) CONSCIENTIOUS OBJECTOR (OUTLANDER)
Use the Guild Merchant background, with the following Use the Outlander background, with the following additions.
additions.
As the Last War raged on, you refused to join the army of
Since the end of the Last War, making a living as a merchant Breland. None of the civilized areas would have you,
has been more and more difficult. Connections are hard to deeming your objections to the war cowardly and
make, and those who profited off the war have cornered the unpatriotic. You learned to survive in the hinterlands of
market on many commodities. And that doesn’t even include Breland, making do with what you could find and avoiding
the monopoly-seeking Dragonmarked Houses! Word from contact with the Brelish military and invaders alike. Now
your former business connections indicates that a new that the war is over, you still face scorn in civilized places,
market in artifacts from ruined Cyre might be a place to but the town of Salvation seems like a place where anyone
invest your time and energy. You might need to get your might be welcome to start over.
hands dirty, but the future looks like it could be bright in this
new market! MORGRAVE UNIVERSITY PROFESSOR (SAGE)
Use the Sage background, with the following additions.
BRELISH DESERTER (HERMIT)
You’ve gained a great deal of knowledge while you studied,
Use the Hermit background, with the following additions.
and then taught, at Morgrave University in Sharn. When the
During the final years of the Last War, you’d had enough. Last War ended a few years ago, even the most learned
After so much death and destruction, you needed to escape academics scratched their heads at who or what caused the
the madness of endless destruction. Unable to go home Day of Mourning that destroyed Cyre. Many of these are too
because of your status as a deserter of the Brelish army, you cautious to truly investigate the Mournland, but your sense
needed to hide. You made your home on the border between of curiosity outweighs that of self-preservation. Journeys
Cyre and Breland, dodging patrols of both armies and living into the Mournland might reveal its cause, which would
alone in the wilderness. With the Last War now over, you make you the toast of the academic community.
find that your knowledge of Cyre’s border is coming in
handy. OFFICER IN THE 12TH BRELISH INFANTRY (SOLDIER)
Use the Soldier background, with the following additions.
HOUSE AGENT
During the latter years of the Last War, you served in the
Use the House Agent background as detailed in Eberron:
Brelish Army, under General Millven “Mad Dog” Marshallen.
Rising from the Last War with no changes.
You and your peers were preparing for a foray into Cyre on
MERCENARY LEADER (KNIGHT) the Day of Mourning. A few units were already across the
border, when the gray fog rolled through and destroyed
Use the Knight background, with the following additions. them in terrible ways. If another hour had passed, you would
You were a leader for a renowned mercenary group that sold have been one of them. These visions still haunt you, and you
its services to the highest bidder during the Last War. Your have a driving desire to know what happened.
group fought valiantly and with honor for those who
contracted you, but the war took its toll. By the end, you EAR OF THRANE (SPY)
found it hard to find competent soldiers to serve you. When Use the Spy background, with the following additions.
the war ended, your group disbanded, leaving you with just
your reputation. During the Last War, you were an Ear of Thrane, acting as a
spy for that nation, pretending to be a loyal soldier for a
CYRAN ARISTOCRAT (NOBLE) different nation. When the war ended, your secret identity
was learned. Untrusted by your former friends, you found
Use the Noble background, with the following additions. that the nation of Thrane also mistrusted you, thinking you
You were born of noble Cyran blood, and served your may have been a double agent. Mistrusted now by both
country as an ambassador to distant lands. With Cyre sides, you are a spy without a home.
destroyed and the Last War over, you have no station in the
world, except with the Cyran refugees who look to you for WAR ORPHAN (URCHIN)
leadership as you build new lives for yourselves. They want Use the Urchin background, with the following additions.
to return home, but first, the source of the terrible cataclysm
that brought down Cyre must be found, and its effects The devastation of the Last War spared some, but not you.
reversed An attack on your home left your family dead, and you were
forced to make your way by any means necessary. You have
a driving hatred of whatever military or mercenary force
destroyed your home, but your connections to others of your
status have made it clear that a new future—and potential
fortunes—await in the town of Salvation. It sounds like it
might be rough, but it can’t be worse than where you grew
up.
Not for resale. Permission granted to print and photocopy this document for personal use. 7
D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
PATRONS
If a group of players want to create characters already joined
by a certain history or cause, the group can select a patron.
These patrons act to provide the group with unified goals, a
common ethos, a shared story, and potential adventure
hooks or benefits in individual adventures.
For a party to gain these benefits, all members of the party
must be pledged to the same patron, and all members must
be in good standing with the patron.
The list of possible patrons that may come into play
during the Oracle of War campaign include the following
organizations (that are described in general terms in
Eberron: Rising from the Last War).
DRAGONMARKED HOUSE
Your group’s patron can include any of the thirteen
Dragonmarked Houses described in Eberron: Rising from the
Last War.
HEAD OF STATE
Your group’s patron is one of the heads of state of Aundair,
Breland, Karrnath, or Thrane. You are a special group that
reports your findings, via intermediaries, to the leadership of
a nation.
NEWSPAPER
Your group works for the Korranberg Chronicle as a special
investigative unit, exploring the causes and ramifications of
the Last War in general, and the Day of Mourning in
particular. You are expected to keep this connection secret
and find a way to send reports back to your editor at regular
intervals or when you learn something compelling.
RELIGIOUS ORDER
Your group serves the heads of one of the following religious
organizations: the Sovereign Host, the Church of the Silver
Flame, the Undying Court, or the Druids of Khorvaire. You
are expected to remain faithful to the premise of each of
these organizations while carrying out your investigations of
the Mournland.
OTHER
Your group is free to create a patron different than those
listed above and weave it into the ongoing story. Only the
patrons listed above, however, may show up specifically
mentioned in the adventures that comprise the Oracle of
War campaign.
Not for resale. Permission granted to print and photocopy this document for personal use. 8
D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
PART 4: FAQ
Are the adventures from the Embers of the Last War How do greater aberrant powers from an aberrant
campaign or the Forgotten Relics adventure from dragonmark work?
Eberron: Rising from the Last War legal adventures to Players with an aberrant dragonmark do not roll to see if
play in the Oracle of War campaign? they gain an epic boon. Potential greater aberrant powers
No. The only adventure that are currently legal in the Oracle will be managed through Adventure Records or other
of War campaign are the Core Storyline adventures (with the campaign documentation.
code DDAL-EB) and the Eberron EPIC adventures (with the
code DDAL-EBEP). If any other adventures become legal for Can I play an orc, bugbear, goblin, or hobgoblin?
the campaign, the adventure will say so specifically, or it will Yes. Eberron: Rising from the Last War talks about the
be announced and noted in the campaign documentation. heritage of these races in Eberron. Use the statistics and
traits from this book instead of other sources.
What rules sources are legal for the Oracle of War
campaign? Does the Tortle Package count as a legal player resource
Currently, the Player’s Handbook (or Basic Rules), Eberron: for Oracle of War?
Rising from the Last War and the player options from No. You cannot use the Tortle Package in the Oracle of War
Xanathar’s Guide to Everything are the three legal rules campaign.
sources. Other resources may be opened by campaign
documentation such as Adventure Records or special event
certs.
Not for resale. Permission granted to print and photocopy this document for personal use. 9
D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3